// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "BehaviorTree/Services/BTService_BlueprintBase.h"
#include "BTService_FindNearestPlayer.generated.h"

/**
 * 自定义行为树服务
 */
UCLASS()
class AURA_API UBTService_FindNearestPlayer : public UBTService_BlueprintBase
{
	GENERATED_BODY()

public:


protected:

	virtual void TickNode(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;

private:

	/** NearestTarget键选择器 */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
	FBlackboardKeySelector NearestTargetKey;

	/** NearestTargetDistance键选择器 */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
	FBlackboardKeySelector NearestTargetDistanceKey;
};
